Archives of Nethys

Pathfinder | Starfinder

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Companion Details | Companion Options | Archetypes

Vermin Companions

Description Source: Ultimate Magic
In addition to the normal choices of animal companions, a druid who is so inclined may select a vermin as her companion. Vermin companions follow the same rules as animal companions, advancing their Hit Dice and other abilities per the animal companion base statistics table. Vermin companions can be trained as if they were animals using the Handle Animal skill.

Mindless: Vermin companions have no Intelligence score and possess the mindless trait. In spite of this, vermin companions may learn one trick, plus additional bonus tricks. If a vermin animal companion gains an ability score increase (at 4 Hit Dice, 8 Hit Dice, and so on), the druid can apply this increase to the companion's Intelligence, changing it from — to 1, at which point the companion loses the mindless quality and is able to know up to 3 tricks per point of Intelligence, plus the additional bonus tricks. Vermin companions have no skill points or feats as long as they have the mindless quality.

Trip: Because many vermin have multiple limbs, they are very difficult to trip. As a result, a CMD entry has been included for each, indicating the bonus to CMD such vermin receive against trip attacks.

Assassin Bug, Giant

Source Ultimate Wilderness pg. 184
Monster Entry Link
This long-legged, beetle-like insect can spew a stream of poison at its foes from a distance.
Starting Statistics: Size Small; Speed 30 ft., fly 30 ft. (clumsy); AC +2 natural armor; Attack bite (1d4 plus poison), 2 claws (1d3); Ability Scores Str 13, Dex 15, Con 13, Int —, Wis 10, Cha 2; Special Attacks poison (frequency 1 round [4]; effect 1d2 Dex; cure 1 save; Con-based DC), poison stream (exposes all creatures in a 15-ft. line to poison, Reflex save negates; Dex-based DC; usable every 1d4 rounds as a standard action); Special Qualities darkvision 60 ft.; CMD +8 vs. trip.

4th-Level Advancement: Size Medium; AC +1 natural armor; Attack bite (1d6 plus poison), 2 claws (1d4); Ability Scores Str +4, Dex -2, Con +2; Special Attacks poison (frequency 1 round [4]; effect 1d2 Dex; cure 2 saves; Con-based DC)..